Files
itgmania212121/stepmania/src/ActorFrame.cpp
T
2005-02-23 20:37:21 +00:00

293 lines
7.4 KiB
C++

#include "global.h"
#include "ActorFrame.h"
#include "arch/Dialog/Dialog.h"
#include "RageUtil.h"
#include "XmlFile.h"
#include "ActorUtil.h"
#include "LuaBinding.h"
#include "ActorCommands.h"
// lua start
LUA_REGISTER_CLASS( ActorFrame )
// lua end
REGISTER_ACTOR_CLASS( ActorFrame )
ActorFrame::ActorFrame()
{
m_bPropagateCommands = false;
m_bDeleteChildren = false;
}
ActorFrame::~ActorFrame()
{
if( m_bDeleteChildren )
DeleteAllChildren();
}
void ActorFrame::LoadFromNode( const CString& sDir, const XNode* pNode )
{
Actor::LoadFromNode( sDir, pNode );
//
// Load children
//
const XNode* pChildren = pNode->GetChild("children");
if( pChildren )
{
FOREACH_CONST_Child( pChildren, pChild )
{
Actor* pChildActor = ActorUtil::LoadFromActorFile( sDir, pChild );
if( pChildActor )
AddChild( pChildActor );
}
SortByDrawOrder();
}
}
void ActorFrame::AddChild( Actor* pActor )
{
#if _DEBUG
// check that this Actor isn't already added.
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter != m_SubActors.end() )
Dialog::OK( ssprintf("Actor \"%s\" adds child \"%s\" more than once", m_sName.c_str(), pActor->m_sName.c_str()) );
#endif
ASSERT( pActor );
ASSERT( (void*)pActor != (void*)0xC0000005 );
m_SubActors.push_back( pActor );
}
void ActorFrame::RemoveChild( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter != m_SubActors.end() )
m_SubActors.erase( iter );
}
void ActorFrame::RemoveAllChildren()
{
m_SubActors.clear();
}
void ActorFrame::MoveToTail( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter == m_SubActors.end() ) // didn't find
{
ASSERT(0); // called with a pActor that doesn't exist
return;
}
m_SubActors.erase( iter );
m_SubActors.push_back( pActor );
}
void ActorFrame::MoveToHead( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter == m_SubActors.end() ) // didn't find
{
ASSERT(0); // called with a pActor that doesn't exist
return;
}
m_SubActors.erase( iter );
m_SubActors.insert( m_SubActors.begin(), pActor );
}
void ActorFrame::DrawPrimitives()
{
// Don't set Actor-defined render states because we won't be drawing
// any geometry that belongs to this object.
// Actor::DrawPrimitives();
// draw all sub-ActorFrames while we're in the ActorFrame's local coordinate space
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Draw();
}
void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds )
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->RunCommands( cmds );
}
void ActorFrame::Update( float fDeltaTime )
{
// LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime );
Actor::Update( fDeltaTime );
if( m_fHibernateSecondsLeft > 0 )
return;
// update all sub-Actors
for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
(*it)->Update(fDeltaTime);
}
#define PropagateActorFrameCommand( cmd, type ) \
void ActorFrame::cmd( type f ) \
{ \
Actor::cmd( f ); \
\
/* set all sub-Actors */ \
for( unsigned i=0; i<m_SubActors.size(); i++ ) \
m_SubActors[i]->cmd( f ); \
}
PropagateActorFrameCommand( SetDiffuse, RageColor )
PropagateActorFrameCommand( SetZTestMode, ZTestMode )
PropagateActorFrameCommand( SetZWrite, bool )
PropagateActorFrameCommand( HurryTweening, float )
void ActorFrame::SetDiffuseAlpha( float f )
{
Actor::SetDiffuseAlpha( f );
/* set all sub-Actors */
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetDiffuseAlpha( f );
}
void ActorFrame::FinishTweening()
{
Actor::FinishTweening();
// set all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->FinishTweening();
}
float ActorFrame::GetTweenTimeLeft() const
{
float m = Actor::GetTweenTimeLeft();
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
const Actor* pActor = m_SubActors[i];
m = max(m, m_fHibernateSecondsLeft + pActor->GetTweenTimeLeft());
}
return m;
}
bool CompareActorsByDrawOrder(const Actor *p1, const Actor *p2)
{
return p1->GetDrawOrder() < p2->GetDrawOrder();
}
void ActorFrame::SortByDrawOrder()
{
// Preserve ordering of Actors with equal DrawOrders.
stable_sort( m_SubActors.begin(), m_SubActors.end(), CompareActorsByDrawOrder );
}
void ActorFrame::DeleteAllChildren()
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
delete m_SubActors[i];
m_SubActors.clear();
}
void ActorFrame::RunCommands( const LuaReference& cmds )
{
if( m_bPropagateCommands )
RunCommandsOnChildren( cmds );
else
Actor::RunCommands( cmds );
}
void ActorFrame::SetPropagateCommands( bool b )
{
m_bPropagateCommands = b;
}
/*
void ActorFrame::HandleCommand( const Command &command )
{
BeginHandleArgs;
const CString& sName = command.GetName();
do
{
if( sName=="propagate" )
{
m_bPropagateCommands = bArg(1);
RunCommandOnChildren( command );
}
else
{
Actor::HandleCommand( command );
break;
}
EndHandleArgs;
} while(0);
// By default, don't propograte most commands to children; it makes no sense
// to run "x,50" recursively. If m_bPropagateCommands is set, propagate all
// commands.
if( m_bPropagateCommands && sName!="propagate" )
RunCommandOnChildren( command );
}
*/
void ActorFrame::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
{
Actor::GainFocus( fRate, bRewindMovie, bLoop );
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->GainFocus( fRate, bRewindMovie, bLoop );
}
void ActorFrame::LoseFocus()
{
Actor::LoseFocus();
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->LoseFocus();
}
void ActorFrame::PlayCommand( const CString &sCommandName )
{
// HACK: Don't propogate Init. It gets called once for every Actor when the
// Actor is loaded, and we don't want to call it again.
Actor::PlayCommand( sCommandName );
if( sCommandName == "Init" )
return;
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
Actor* pActor = m_SubActors[i];
pActor->PlayCommand( sCommandName );
}
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/